Method and system for using skill-based gaming strategies with bowling

A variation of the traditional game of bowling combining skill-based gaming methods and systems for maximizing interest and strategy within the traditional bowling scoring and playing environment to enable the bowler to compete for prizes. In one embodiment, the bowler is rewarded for exactly bowling a predetermined score. Such score may be chosen by the bowler, by a third party, or randomly generated. Such score may be chosen prior to the first frame or at another designated time. Prizes are awarded based on how close the bowler comes to bowling the exact score required. Games may be played at an individual level, as a competition among bowlers at a given bowling alley, or between a plurality of bowling alleys.

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Description
PRIORITY CLAIM

This application claims the benefit of priority to U.S. provisional patent application Ser. No. 60/495,494, entitled “Method And System For Using Skill-Based Gaming Strategies With Bowling”, which was filed in the United States Patent and Trademark Office on Aug. 15, 2003, and is incorporated by reference herein.

TECHNICAL FIELD

The invention is generally related to bowling and more specifically to a method and system for using skill-based gaming strategies with bowling.

BACKGROUND ART

Bowling has always been skillful; however, there has never been any substantial need for a diverse strategy. Each frame you bowl, you bowl for a strike, if you miss the strike, then you attempt to hit a spare. The strategy remains consistent each throw, knock down all ten pins in one or two throws. X Bowling introduces a substantial strategy to bowling. This new innovation will dynamically increase the interest in the already very popular game of bowling by providing prizes for specific scores and achievements, including monetary “JackPot” prizes. The ultimate “JackPot” prize can be a progressive number that starts at a substantial dollar value such as one million dollars. X Bowling capitalizes on two of the largest cash businesses in the world, bowling and skill-based gaming. X Bowling was created to provide an innovative addition to the standard game of bowling. It is intended to challenge a bowler's skill through a hardware and software solution called the Skill Challenge Network (SCN). In addition to challenging the bowler's skill, it will also introduce the need to employ strategy to the skill game of bowling with several of our challenges.

DISCLOSURE OF INVENTION

A variation of the traditional game of bowling combines skill-based gaming methods and systems for maximizing interest and strategy within a traditional bowling scoring and playing environment to enable the bowler to compete for prizes. In one embodiment, the bowler is rewarded for exactly bowling a predetermined score. Such score is chosen by the bowler, by a third party, or randomly generated. Such score is chosen prior to the first frame or at another designated time. Prizes are awarded based on how close the bowler comes to bowling the exact score required. Games may be played at an individual level, as a competition among bowlers at a given bowling alley, or between a plurality of bowling alleys.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a matrix showing an exemplary overview of the various functions that X-Bowling roles are able to access in accordance with exemplary embodiments of the invention.

FIG. 2 shows an exemplary network architecture of an X-Bowling network in accordance with exemplary embodiments of the invention.

FIG. 3 shows an exemplary network architecture of an X-Bowling network with respect to X-Bowling applications/services in accordance with exemplary embodiments of the invention.

FIG. 4 is a matrix showing an exemplary overview of subsystem functionality in accordance with exemplary embodiments of the invention.

FIG. 5 shows an example of a Cratos data model that can be applied to exemplary embodiments of the invention.

FIG. 6 shows a block diagram of exemplary hardware, software, and networking components of a fully integrated X-Bowling challenge system in accordance with exemplary embodiments of the invention.

FIG. 7 shows a block diagram of an exemplary physical layout of X-Bowling challenge system hardware components in accordance with exemplary embodiments of the invention.

FIG. 8 shows a block diagram of an exemplary game flow and system integration of the primary challenge processes in accordance with exemplary embodiments of the invention.

FIG. 9 shows a block diagram of an exemplary user functional process from registration through challenge play in accordance with exemplary embodiments of the invention.

FIG. 10 shows a block diagram of exemplary POS (point of sale) hardware components and transactions processes in accordance with exemplary embodiments of the invention.

FIG. 11 shows an exemplary screen view of an X Bowling initial home page and navigation screen available over the WWW in accordance with exemplary embodiments of the invention.

FIG. 12 shows an exemplary screen view of a player interface that can be located at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 13 shows an exemplary screen view of summary information for a player starting a challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 14 shows an exemplary screen view of the process by which players can select registered players on the scoring system to activate an X-Bowling challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 15 shows an exemplary screen view of a game interface and navigation for the player interface located at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 16 shows an exemplary screen view of a game interface and navigation for the player interface, including an Exacta challenge, located at a bowling lane in accordance with exemplary embodiments of the invention.

Table 1 shows an exemplary correlation of unit functionality in accordance with exemplary embodiments of the invention.

MODES FOR CARRYING OUT THE INVENTION

The following discussions relate to illustrative, exemplary embodiments of the invention. In that regard, exemplary embodiments of the invention may be referred to interchangeably with the term “X-Bowling” or similar terminology throughout this document.

Overview

X-Bowling is designed around shifting the focus in bowling from greatest possible score to one of trying to more accurately gauge the predictability of your own performance and even to throw in a little chance with bonuses. This offers much to the average bowler where winnings can go to someone other than one with the highest score.

The systems and applications required to operate the X-Bowling network are described below. The following section provides terms which help define the components and structure of exemplary embodiments of the invention.

Terms

The following terms and/or their abbreviations may be used throughout this discussion to describe exemplary embodiments of X-Bowling.

Systems

Bowling Center (BC): A facility where classic bowling can occur—a collection of bowling lanes where classic bowling games and X-bowling can be played.

Bowling Center Admin: BC personnel who can be responsible for X-Bowling card distribution, financial transactions, winnings distribution, etc.

X-Bowling Central (XC): A central datacenter where X-Bowling data and operations can be ultimately managed. Financial and data transactions can be consolidated and managed here.

Lane POS (LPOS): An X-Bowling user interface at the bowling lane. This device can be the primary interface for X-Bowling. X-Bowlers can interact with their challenges through this interface. This device is typically locally networked to the Bowling Center (BC) server.

Register POS (RPOS): An X-Bowling user interface for the BC admin at a cashier desk. This interface can be used by BC admins to perform all X-Bowling administrative functions. This device is typically locally networked to the BC server.

Lane Controller (LC): A processing unit that controls the bowling game at each lane. This device also collects raw lane information such as pindication and other scoring details such as foul tripped, etc. Lane controller functionality and connectivity may vary from BC to BC, for example, due to different ages and manufacturers.

Bowling Center Scoring System (BCSS): This system typically networks all of the lane controllers and collects overall scoring information for tracking and charging purposes. Overall functionality may vary from manufacturer-to-manufacturer.

X-Bowling Terms

Ball: A classic single roll of a bowling ball and the associated pins knocked down.

Frame: A classic bowling combination of 2 or 3 ball rolls, depending upon stage of classic bowling game.

Game: A classic bowling game of 10 frames plus 2 balls.

Credits: A credit is, for example, a logical unit of value equivalent to $1.00. They may be purchased for dollars either through cash or a credit card. They are typically the only mechanism for funding a challenge and are not redeemable for cash.

Points: Points are a customer reward/loyalty concept. Points have no dollar value and are awarded for such things as frequent X-Bowling. They typically may only be used to redeem for physical prizes of low value such as X-Bowling t-shirts, hats, mugs, free game, etc. Points are typically not used for the initial rollout.

Winnings: Cash equivalents solely created by winning challenges. Typically, they are initially only convertible to cash at the lane or mailed in the form of a check. Winnings may eventually be convertible to Credits.

Challenge: The core X-Bowling activity. A challenge is made against a classic bowling game ranging from one ball to spanning multiple games. X-Bowlers can choose from a small library of challenges, making a wager and identifying themselves with their X-Bowling card.

Wager: Bet of credits against a chosen challenge. A wager can debit credits immediately from the X-Bowling card

Player Card An X-Bowling player card that holds player credits. As an X-Bowler wagers credits toward challenges, the player card can be debited. If an X-Bowler wins a challenge, the associated number of points or winnings can be credited to the player card.

X-Bowler Account: The X-Bowling player account can provide additional benefits and options for funding the player card and redeeming winnings. Accounts can be set-up either through the BC admin POS or over the internet at the X-Bowling Portal.

Redemption: Conversion of winnings to (e.g., U.S.) currency. Redemption might be, for example, either cash paid directly by the center to the X-Bowler or a check sent by mail. A check by mail may be preferred for large amounts (e.g., over $500). Constraints may be required such as maximum redemption per BC per day, maximum redemption per X-Bowler per month, etc. for fraud prevention. Redemption requests may be made at the bowling center or from the X-Bowler portal.

Functionality

The functionality described below is in accordance with exemplary X-Bowling roles and location-based systems. FIG. 1 of the drawings is an “access matrix” that shows what functions the X-Bowling roles will be able to access. Process-based functionality will be described below in the section entitled “Architecture.”

X-Bowling Roles

X-Bowling Roles or users are any persons that come into contact with the X-Bowling Challenges, websites or network systems.

X-Bowler

An X-Bowler is any person that purchases an X-Bowling player card and wagers credits against an X-Bowling Challenge.

X-Bowling Member

An X-Bowling Member is anyone that signs up for a “permanent” X-Bowling account. Members may obtain and track multiple X-Bowling player cards.

Bowling Center X-Bowling Admin

Administration functions are typically necessary at the Bowling Center. The Bowling Center Admin can perform card distribution, credits, purchasing, and other BC operational tasks.

X-Bowling Admin/Customer Service

End users typically will do have access to the system, but can be considered for future applications. They can have the same access as “PUBLIC” initially.

X-Bowling Tech Support

End users typically will do have access to the system, but can be considered for future applications. They can have the same access as “PUBLIC” initially.

X-Bowling Development

End users typically will do have access to the system, but can be considered for future applications. They can have the same access as “PUBLIC” initially.

Web Visitor

Web visitors are anyone of the general public that visit the X-Bowling website, but do not have an account.

General Public

Potential X-Bowlers that do not have an account on the X-Bowling website, but are investigating the program.

Lane POS Functions

View X-Bowling Overview: briefly describes the X-Bowling program, benefits, challenges, etc. Targets “classic” bowlers at the lanes.

View Advertising: sponsor or paid advertising banners. Database driven rotating banner functions.

Player Card Swipe: Provides tracking for X-Bowler challenges. All tracking is typically related to a unique Player Card identification. Player card IDs may be associated to X-Bowler accounts.

Wager: X-Bowler committing credits toward X-Bowling Challenge play. Credits are removed from Player Card at the point of wager.

Play Challenges: X-Bowler play. Described in more detail in corresponding section(s) below.

BC Admin POS Functions

Sign In/Card Swipe: The admin POS can be located in close proximity to the register, but for security purposes should require a PIN or Card Swipe login. Card Swipe in this environment is typically more secure. Sign in can be required for all BC Admin functions.

Add Credits to Player Card: BC admins may “fund” player cards by signing in, swiping the target player card and then either entering an amount for cash transactions or swiping a credit card for funding source. In the case of cash additions, the XC can log and track accumulated cash that the BC has taken in.

Issue Player Cards: BC Admins can be responsible for player card distribution at the BC. It is recommended that all X-Bowlers initially purchase generic player cards.

Request/Fulfill Redemption: BC Admins may “redeem” winnings from player cards at the BC by swiping the target player card and paying a limited amount of cash to the X-Bowler. The amount can be subtracted from the available winnings on the card immediately.

BC/XC Server Functions

Sign In: BC and XC servers may have a limited number of “NT Authentication” users which can be configured to provide maintenance and troubleshooting capability. Some accounts can provide local access only and others may be able to be used remotely. VPN/Terminal Services can be used for secure remote access.

Read Only View of System: User group in the systems that typically do not have the ability to make changes to system functions, but can be helpful in level 3 troubleshooting.

Administrator View of System: User group in the systems that typically have complete administration rights. This typically small group may have the ability to monitor and change anything within the server.

Portal Functions

View Challenge Library: Over time the library of X-Bowling challenges can grow. The available and upcoming challenges can be “marketed” on the external portal pages to attract and educate the public.

View Frequently Asked Questions: Questions about the program, challenge functionality, winnings payout, or whatever else is appropriate to be discussed with the public.

Join X-Bowling: The general public can have the ability to create an account on the fly. They may have to fund the account at that time or later. Is typically easier when the player card-account association is single-direction.

View Advertising General public view of current promotional advertising. Database-driven rotating banner ads.

Sign in: User sign in. Redirect based on user class.

View/Modify Profile: This group of functions can allow users to manage account information such as name, address, email, preferences, etc.

View/Modify Other's Profile: This group of functions can allow an appropriately authorized user class to manage other users' account information such as name, address, email, preferences, etc. There may be password reset functions available.

Associate Player Card w/acct: This function can provide the ability for an X-Bowler with a portal account to collect and track player card information over time. Also, it can provide an X-Bowler with the ability to fund the card online using credit card or bank draft information.

Associate Other's Player Cards w/acct: This group of functions can allow an appropriately authorized user class to associate any player card with any X-Bowler.

View Own Transaction History: This group of functions can provide a window into transactions associated with player cards and ultimately an X-Bowler's account.

View Other's Transaction History: This group of functions can provide an appropriately authorized user class a window into transactions associated with any player card and/or X-Bowler accounts.

View Own X-Bowl Archive: This function can allow a user to review past X-Bowling challenges, results, winnings, points, etc.

View Other's X-Bowl Archive: This function can allow an appropriately authorized user class to review past X-Bowling challenges, results, winnings, points, etc. for any account.

Redeem Winnings: X-Bowlers may redeem winnings onto their credit card or depending, for example, upon volume, request a check to be mailed.

Redeem Other's Winnings: Allows customer service personnel to manage winnings redemption for X-Bowlers calling in.

Redeem Points An online points “shopping” experience may be provided.

Redeem Other's Points: Allows customer service personnel to manage points redemption for X-Bowlers calling in.

View BC Transaction Summary: This set of functions/reports is typically provided only for BC Admin/Mgmt and X-Bowling Mgmt review. The transaction summary can assemble all MTD and YTD information on Challenges, $$, etc. by Bowling Center.

View XC Transaction Summary: This set of functions/reports is typically provided only for X-Bowling management, tech support, and development. The transaction summary can assemble all MTD and YTD information on Challenges, $$, logins, etc. by Bowling Center, by X-Bowler, Region, etc.

Perform BC Financial Transactions: There may be financial transactions performed for the Bowling Centers regarding player card funding cash receipts and/or winnings payouts. This reporting can be used to determine periodic distribution or receipt of funds to/from the Bowling Center.

View Login Archive/Security Reports: This reporting is typically predominately for the developers and operations technical team to maintain the X-Bowling systems securely.

Role-Function Access

FIG. 1 is a matrix showing an exemplary overview of the various functions that X-Bowling roles are able to access. Functions are grouped by “subsystem” within the X-Bowling network.

Architecture

FIG. 2 shows an exemplary network architecture of an X-Bowling network. The network can be defined as all systems and subsystems required to operate the X-Bowling program. This can include connections to third party and external networks such as financial systems.

Hardware Subsystems

FIG. 2 shows the general physical relationship between the various X-Bowling Network subsystems. The XC subsystem is the heart of the operation, brokering all financial and gaming transactions. Each will be discussed in more detail below.

Bowling Center (BC)

The BC subsystem integrates the following:

Lane POS (thin client X-Bowler interface)

BC Admin POS (thin client secure admin functions)

BC scoring system/Lane Controller Network

X-Bowling Central Interface (X-Bowling Network)

The Lane and Admin POS's can be interfaced to the BC Server via a secure wireless LAN. The BC Server can be interfaced to the Scoring System Network or the Lane Controller Network depending upon the scoring system used. The POS's can run, for example, MS Windows CE .NET with a browser-based, thin client interface.

The BC server can run, for example, MS Windows 2003 Server, IIS 6 for hosting the X-Bowling application and MSDE (Microsoft Data Engine) for data storage. The data storage requirements from a transaction throughput were considered and are covered in Appendix D. If the X-Bowling traffic increases beyond the MSDE capabilities, there is a transition/upgrade path to SQL Server. The BC server application functionality will be discussed in more detail below in the Application Architecture sections of this discussion.

X-Bowling Central (XC)

The XC subsystem integrates the following:

Redundant, Load-Balanced Web Servers (X-Bowling Portal Server)

Database Servers (X-Bowling Transaction Server+Hot Spare)

Dedicated 3-Tier Firewall Servers (Active+Hot Spare)

Typically, all XC subsystem servers can run, for example, Windows Server 2003 OS. The Web server can be IIS 6, the database server can be SQL Server 2000, and the firewall can be ISA Server 2004. Typically, all disk arrays can be RAID 5 configurations.

The XC subsystem servers can be collocated in a secure datacenter with appropriate physical security, internet connectivity redundancy and power redundancy, etc. The XC subsystem can support VPN interfaces to the Bowling Centers and to the Financial institution used for transaction processing.

Internet Client

Internet client functionality can be based around wired devices. Sub-PC web client technology can be reviewed frequently over time as wireless devices become more prevalent.

Applications/Services

FIG. 3 shows an exemplary network architecture of an X-Bowling network with respect to X-Bowling applications/services.

Bowling Center (BC)

The BC subsystem provides the following application functionality:

X-Bowler Gaming (Lane POS Client)

X-Bowler Transactions (Lane & Admin POS Client)

BCSS (scoring system) Interface (TBD)

X-Bowling Challenge Server

XC Communications (VPN)

Remote Support Communications (VPN/Term Srv)

Lane POS

The Lane POS Client can support two primary functions: player card “funding” via credit card purchases of credits and X-Bowler gaming. Player card funding can be limited to credit cards at the Lane POS since debit card processing typically requires additional hardened equipment for entering PIN information.

The gaming process and descriptions of targeted games for initial release will be discussed in corresponding section(s) below. The games can actually be server side processed so that there really is not much functionality running on the Lane POS other than thin client GUI functions.

Admin POS

The Admin POS can be operated securely by the Bowling Center operator/cashier. It can support player card funding via any financial means supported by the BC. Transactions can be tracked keyed by BC and player card ID.

Player card redemptions can also be executed through the Admin POS. Transactions can be tracked keyed by BC and player card ID. Redemption rules can be queried before every transaction to ensure up-to-date player account handling.

BCSS Interface

The BCSS is typically a node on the scoring system/lane controller network depending upon BCSS vendor. Communication protocols are typically proprietary and ideally both sides of the link can be provided by the BCSS vendor. Cost to implement and performance risk may increase substantially if an X-Bowling embodiment implements one side of the link since it can be difficult to assign responsibility to any given troubleshooting/problem event.

The BCSS interface is typically a data consolidator providing a standard data structure and interface for the X-Bowling challenge application. The interface can write the bowling game data (ball rolls, pins, and lane information) into a holding table of standard structure. All game data can be stored for lanes equipped with X-Bowling since some challenges may calculate winnings from prior bowled balls, frames, or games.

BC Challenge Server

The BC Challenge Server is the core of the X-Bowling “gaming.” This application essentially serves the gaming function to the Lane POS and integrates the challenge functionality with the ongoing classic bowling operation via the BCSS Interface.

The nature and structure of the challenge algorithms will be discussed in corresponding section(s) below, however the structure of the data used to store challenge data can be important to wider database functionality. The current high-level database design is provided in the corresponding section below.

XC Communications

The XC communications can be via VPN to the BC server. This link can have a heartbeat running 3-5 second updates, ensuring the connection is alive.

Support Communications

Remote support can be conducted by Terminal Services Administration mode over VPN. There can be varying levels of access depending upon login class, for example, admin (developers), tech support, and BC admin.

X-Bowling Central (XC)

The XC subsystem can provide the following application functionality:

Portal Site (Multi-Tier Access)

X-Bowling Database Server (Accts, Transactions, Gaming Data, Archive)

Financial Transaction Brokering/Processing

X-Bowling Operations Accounting

BC Communications (VPN)

Financial Institution Communications (VPN)

Remote Support Communications (VPN/Term Srv)

Portal Site

The portal site can be divided into three main access classes: X-Bowler, X-Admin, and X-Mgmt with varying access to pages, reports, and transaction functions. System admins may have access to all levels and system functions.

The portal can support all industry standard functions such as:

New User Registration

Member profile updates

Forgotten password auto-mailback (address on file)

Member Support (online)

Additionally, the portal can support the functions provided in the “Role-Function Matrix” provided in the preceding Functionality section.

All credit card transactions can be accomplished via SSL secure server connections and any sensitive data can be stored in encrypted tables within the X-Bowling Database Server. The portal can be developed, for example, in ASP.NET architecture, taking advantage of the latest security and performance standards.

Database Servers

The database servers can be behind a secondary firewall, which may be only accessible via internal NT authenticated processes. This approach, in addition to data encryption, can provide the high security needed to handle financial information storage necessary to operate X-Bowling.

Typically, the database server can provide at least 5 major storage/transaction functions:

X-Bowler and BC Accounts

X-Bowling Challenge/Content Library

X-Bowling Game/Challenge Archive

X-Bowling Transaction Archive (Financial)

General Accounting

Financial Transaction Broker/Processing

All financial transactions can be cleared through the XC subsystem. An Internet transaction gateway can be set up to process all financial transactions associated with the player cards, X-Bowler, and BC accounts.

External player card services have been considered, but typically proved to be cost prohibitive considering the following factors:

High non-financial transaction costs

High initial setup fees

Overlapping account storage functionality

One example, Cratos Hospitality, is provided in the corresponding section below.

The recommendation in this area is to implement an internet gateway transaction server component on the XC subsystem. This gateway can provide a direct connection to the financial institution processor thereby saving on gateway transaction fees, which are typically a base fee of $0.15-$0.30 per transaction, depending upon services chosen. This also can provide a lower XC subsystem development cost as the integration is local to the subsystem and can inherently be more secure and seamless.

Operations Accounting

The operations accounting system can be integrated with the transaction server on the XC subsystem. A software module may be determined in this regard.

BC Communications

The BC communications can be via VPN to the XC server. This link can have a heartbeat running 3-5 second updates, ensuring the connection is alive.

Financial Institution Communications

The XC communications can likely be encrypted communications via VPN to the Financial Institution depending upon protocols supported. This link can have a heartbeat running 3-5 second updates, ensuring the connection is alive.

Support Communications

Remote support can be conducted by Terminal Services Administration mode over VPN. There can be varying levels of access depending upon login class, for example, admin (developers), tech support, and BC admin.

Key Recommendations Summary

The following recommendations are decision points produced by research and modeling of exemplary embodiments of the invention. They are not assumed to be absolutes, but can correlate with the technical strategies within the remainder of systems and functions.

Systems Architecture

    • Bowling Center Server—MSDE is sufficient for transaction load of most Bowling Centers. If at some point the load becomes to great, a clear migration path is available in SQL Server 2000.
    • Installation of POS equipment in BCs will be wireless, eliminating the need for wiring contractor coordination on install, and providing a modular installation/de-installation path for greater flexibility in operation.
      X-Bowling Applications
    • X-Bowling Challenge and classic bowling game data should be designed around the “ball information” as opposed to “games” or “frames” thus preserving the greatest resolution data.
    • Regarding the scoring system interface, the resulting available data may be slightly different from BC to BC. The data structure used by the X-Bowling Challenge Server can be standardized. Also, when at all possible, the BC Server side communication driver should be written by the Scoring System company. Otherwise, the costs may be substantially higher in development, troubleshooting, etc. since more than one company may be responsible for the successful operation of a single link.
      Financial Transactions
    • A significant financial impact on X-Bowling operations can be transaction cost management. With almost all transactions being in the $1-5 range, standard Internet financial transaction base fees can be cost prohibitive. Becoming your own Internet Transaction Gateway provides a direct path to the banking processors, eliminating this fee. Additionally, by integrating the solution locally, innovations around BC payment queues may be accomplished providing greater profitability from cash transactions. Two exemplary products in this regard are: MainStreet Softworks' Monetra (www.mainstreetsoftworks.com) and Go Software's Rita Server (www.gooftware.com). Rather than providing means for bowlers to “Register” at the BC when first using an X-Bowling player card, all cards should be issued initially as generic player cards, requiring new users to go to the portal to create an account and associate one or more player cards with their account. This can streamline the process of acquiring new X-Bowlers.
      Monitoring & Fraud Prevention
    • A strong ally in preventing fraudulent winnings is data storage and analysis. For this reason, it is recommended that as much information be stored as is feasible around games, challenges, etc. Of particular concern can be the date/time information of game, challenge, BC, in order to track winnings trends across many variables.
      Challenge/Game Database Design Notes

Initially, challenges can be based and coded around conventional 10-Pin bowling. In the future, new games and new scoring techniques will likely be developed. Games are likely to be distributed across multiple facilities and time frames. The data model also should support a collection of bowling information outside the context of a challenge. Such information can be mined to derive new games and detect fraud.

This situation may present a trade off. for example, it can be expensive to change data models that are in production and it may not be possible to specify future games. IN such case, it can be essential to focus on what is fundamental and what is an artifact of the current games.

The identified fundamentals are:

    • 1. A ball roll. A ball roll knocks down pins. Game scores and challenge win are derivable and the direct results from bowling pins being knocked down by a roll. (Since individual pins have no properties other than standing or not standing, the state of each individual pin can be incorporated into a property of a ball roll.)
    • 2. Bowlers roll the bowling balls and the pins knocked down are associated with the bowler.
    • 3. Bowlers initiate challenge and reap the wins and losses. Challenge wins and losses are based in whole on pin knock downs.
    • 4. Pin configuration and number will not change

These equate to 3 fundamental objects: Bowlers, ball rolls, and challenges. Challenges may have many subtypes for each type of challenge. Games, frames, etc are typical objects composed of the above fundamentals. Thus, even though data can be normalized to a higher level using the 10-Pin abstractions of Game and Frame, it can be advantageous to push as much information as possible to the player, ball, and challenge objects. When this happens, games and frames can become attributes of the ball roll.

Another consideration may be the variability in nature, key structure, and data type that various Lane Scoring Systems (LSS) may provide. Thus, LSS data typically should not be used as keys in X-Bowling tables. X-Bowling should generate the keys and guarantee that they are globally unique.

It is common database practice to use table prefixes to group tables. Two are recommended:

xb xbowling data and configuration tables

LSS Tables that primarily hold LSS information

Unit Functionality

Table 1 shows an exemplary correlation of unit functionality in accordance with exemplary embodiments of the invention.

Subsystem Functionality

FIG. 4 is a matrix showing an exemplary overview of subsystem functionality in accordance with exemplary embodiments of the invention.

Cratos Data Model

FIG. 5 shows an example of a Cratos data model that can be applied to exemplary embodiments of the invention. The data support for card accounts within the Cratos system is fairly basic. You may, as a customer, expand the data stored, however there would be development charges, but by far the most costly is the costs for non-financial data transactions.

System Architecture

The X-Bowling system utilizes distributed three tiered web/browser based application architecture.

    • Lane Client An all-in-one LCD touch-screen computer at each bowling lane. The Lane Client is the primary user interface for challenges/gaming, account management, credits purchase and redemption.
    • Bowling Center Server: A secured database, web and application server installed at the bowling center, networked to each Lane Client and to X-Bowling's WAN. Bowling Center Server is integrated to the centers scoring system providing real-time access to actual bowling scores and results. Additionally this server performs all challenge/gaming logic, data collection and communication to X-Bowling's corporate servers.
    • Corporate Servers: Secured database, web and application servers located at a third party hosting facility. Corporate Servers are networked with the Bowling Center Servers through X-Bowling's secure WAN. These servers provide central functions including but not limited to: Credit Card Processing, Player Credit Purchasing, Player Account Management, Networked Multi-Player Challenges/Gaming, Redemption Management, Partner Accounting and Reporting, Challenge Accounting/Pay Tables, Odds Management, Audit, Corporate Accounting, Fraud Detection and others.
      Scoring System Integration: There are numerous third-party bowling scoring systems installed throughout the US and worldwide. X-Bowling's must be prepared to integrate with a verity of bowling scoring systems. The largest installed include: AMF Boss (I, II), Qubica, and Brunswick. Additianly, Steltronic, Classic, Purrfect Desk, AK Microsystems LCS, XIIX Twelve Strike, and VanTech scoring systems must eventually be considered. It is critical that the software development and maintenance necessary to support a wide verity of scoring systems be minimal. X-Bowling has developed a proprietary software architecture that integrates with scoring system through a single rule based module.
      Software Components & Development Strategy: X-Bowling has focused its resources on development of those technologies and components that are core to challenges/gaming. Many of the supporting technologies such as Player Card Systems and Credit Card processing are readily adaptable to X-Bowling's needs. Wherever possible, X-Bowing utilizes partnerships, independent software vendors and systems integrators to provide systems and functionality that are not core to the proprietary gaming, challenge and scoring system integration applications.
      Exemplary Block Diagrams

The following are exemplary block diagrams of various architectures and process flows in accordance with exemplary embodiments of the invention. FIG. 6 shows a block diagram of exemplary hardware, software, and networking components of a fully integrated X-Bowling challenge system in accordance with exemplary embodiments of the invention.

FIG. 7 shows a block diagram of an exemplary physical layout of X-Bowling challenge system hardware components in accordance with exemplary embodiments of the invention. FIG. 8 shows a block diagram of an exemplary game flow and system integration of the primary challenge processes in accordance with exemplary embodiments of the invention. FIG. 9 shows a block diagram of an exemplary user functional process from registration through challenge play in accordance with exemplary embodiments of the invention. FIG. 10 shows a block diagram of exemplary POS (point of sale) hardware components and transactions processes in accordance with exemplary embodiments of the invention.

Exemplary Screen Views

The following are exemplary screen views in accordance with exemplary embodiments of the invention. FIG. 11 shows an exemplary screen view of an X Bowling initial home page and navigation screen available over the WWW in accordance with exemplary embodiments of the invention. FIG. 12 shows an exemplary screen view of a player interface that can be located at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 13 shows an exemplary screen view of summary information for a player starting a challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 14 shows an exemplary screen view of the process by which players can select registered players on the scoring system to activate an X-Bowling challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 15 shows an exemplary screen view of a game interface and navigation for the player interface located at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 16 shows an exemplary screen view of a game interface and navigation for the player interface, including an Exacta challenge, located at a bowling lane in accordance with exemplary embodiments of the invention.

Exemplary X-Bowling Challenges

Challenge 1: JackPot Bowl. Bowlers are rewarded prizes for exactly bowling a score that our system has generated. All generated scores by our system shall be intended to be within the skill level of each bowler (the only circumstance in which it would not be is if the player misrepresents their skill level).

At the system, the player shall have the option to choose to play this game. Once selected, the system shall ask the bowler their average bowling score (or a score the bowler feels comfortable bowling), to allow for the player to pick their skill range (note: There is no great advantage for a low score or a high score in this game, therefore, a great player picking a low skill level will not benefit. This feature is to avoid a bowler from getting a score that is unattainable for their skill level). The system shall then generate a desired game score that the Bowler must bowl to win the JackPot prize. This score is generated at the start of each game and fixed for the duration of the game. This score can be any number between 20 and 300 (depending on skill level), however, the system shall not allow certain scores to be selected; the scores unavailable to be selected shall be displayed on the system. As an example of this game: if the system generates the score of 103, in order to win the JackPot Prize (the Grand Prize), the bowler must bowl, using the normal rules of bowling and the rules for this game, and end with a score of precisely 103 on the last ball. Reduced prizes shall be awarded to bowlers who get within ten pins of the generated score. In the event the bowler has missed a pin or thrown a gutter ball, the bowler shall be penalized and only be eligible for reduced prizes as well.

The cost structure to play this game is anticipated to be where the Bowler can choose to play for one dollar up to ten dollars, depending on which prize category the Bowler would like to play for. Each dollar value, $1-$10, shall have a corresponding redemption “store” in which the bowler can redeem prizes within that “store” for their achievements. It is our intention to have both cash and non-cash prizes.

Challenge 2: Pick-a-Score JackPot. The inventive concept is based upon a player picking a score they will bowl in a given game between 20 and 300 (the system is shall not allow certain scores to be selected; the scores unavailable to be selected shall be displayed on the system). For example, after the player selects to play Pick-a-Score JackPot, they will enter a score they believe they will bowl, for example 125, into the system and then must bowl that score exactly, using both the normal rules of bowling and our rules, and end with a score of precisely 125 on the last ball. Reduced prizes shall be award for bowlers who get within ten pins of the generated score. In the event the bowler has missed a pin or thrown a gutter ball, the bowler shall be penalized and only be eligible for reduced prizes as well.

The cost structure to play this game is anticipated to be where the Bowler can choose to play for one dollar up to ten dollars, depending on which prize category the Bowler would like to play for. Each dollar value, $1-$10, shall have a corresponding redemption “store” in which the bowler can redeem prizes within that “store” for their achievements. It is our intention to have both cash and non-cash prizes. The redemption “stores” for this game shall be different than the game above.

Exemplary Game Rules: to be eligible to win a jackpot prize:

    • 1. You must bowl all ten frames.
    • 2. You must knock down at least 1 pin with each ball (a bowler may still be eligible for reduced prizes (not the jackpot or grand prize) if they miss a pin (equivalent to a gutter ball), however, penalties shall apply for each miss or gutter ball).
    • 3. The same player must bowl all 20 balls.
    • 4. You must end with the last ball precisely on the score selected by the bowler or by our system.
    • 5. You must be of legal age to redeem a prize, 18 years or older in most states and 19 years and older in other states.

Challenge 3: Break the Bank. This innovative concept challenges each bowler to strike in predetermined frames over three consecutive games. The skill level of the bowler shall determine the number of strikes the bowler will need to get over the three consecutive games, as well as, which frames the strikes will need to be bowled.

Spot Prizes: Spot prizes may be offered to players who come close to a wining jackpot number. Examples are cash prizes, T-Shirts, gift certificates, or they can visit our on-line store for redemptions. Spot prizes maintain excitement in the game. Those people who do not win the jackpot still have the possibility of winning spot prizes. The game computer can generate the spot prizes.

It should be understood that the foregoing discussions merely relate to illustrative, exemplary embodiments of the invention. Therefore, it should be further understood that various modifications may be made therein without departing from the spirit and scope of the invention as defined by the following claims.

TABLE 1 System Interaction Functionality Breakout POS Self Card Swipe Collect data from card reader- prepare to communicate with BCS- OPOS driver interface Browser functionality POS BCS Communications link Connect Terminate Error Handling Transmit card data BCS self Boot Start services Monitor server Health, POS availability, and communication link to XCS Monitor server Performance Run Gaming apps Provide Database services Serve up web pages Center configuration interface LCSs, IPs, number of lanes, types of LCS, etc BCS POS Auto update local programs - I.E. card reader Auto update OS Monitor connection and health Communications error handling BCS LCS Connection to LCS Initialization Termination Error detection and handling Collection of LCS Bowlers Acquire LCS Bowler Add to 8CS data set Delete Update bowler with current focus LCS Ball Add LCS Game Add End Score Update LCS Frame Add Update/Complete Gaming BCS - both Sign In With Card Serve Up sign-in interface allow card swipe or manual ID/Pin entry Software ways Called Swipe Data and Basic Error Check Record in BCS database and Queue Transmission to XCS. ALL transmissions between BCS and XCS need to be guaranteed delivery with ACK. After XCS communication- Retrieve from BCS player info. Provide error handling if player not valid. Sign Out Serve up Sign-Out interface Provide Time-out auto logout Provide auto logout it no longer listed in LCS Record in BCS database and Queue Transmission to XCS Provide POS message to handle situation when XCS connection is down Wager Serve up available challenges Filter based on current LCS status Capture selecton and wager Record in BCS database and Queue Transmission to XCS After XCS communication- Retrieve from BCS wager info. Provide error handling if wager not valid. Wager Playing After Gamin software anytime there is a ball, game, frame or bowler event for a signed in bowler Wager Loose Gaming software detects and notifies user Records on BCS server Queues Message to XCS Wager Win Gaming software detects and records in BCS Queues Message to XCS. Message includes all untransmltted ball data When return message is received notify bowler of his current winnings and the total amount of winnings Provide error handling if transaction fails or winnings flagged for fraud investigation Purchase Credits Serve up screen to capture data - purchase amount and address info if Game card Use captured card and screen to register event in BCS Queue up message to XCS - recommend keeping CC number in memory After return message-update screen info with new Credits balance Or provide error handling that CC was rejected, dollar value exceeded, etc Convert Game Card To Player Card Serve up Screen - required to be signed in under game card Capture demographics. PIN etc On Save record event in BCS Queue up message to BCS After return message - notify user successful Or provide error handling and messages Game card and player card consoliidation Not part of this phase Account Maintenance Record request in BCS Queue message to XBS to retrieve info After return message received-display info On save, record update message en BCS and queue message to XCS Upon return message acknowledge to user update successful or handle error Gaming History Record request in BCS Queue message to XBS to retrieve info After return message received display info Request Winnings Redemption Record request in BCS and queue up message to XCS Upon return Message Display current winning balance eligible for redemption or present error reason Collect amount to redeem in cash or check Upon save. Record request in BCS and queue Message to XCS- send all ball data not previously transmitted Upon return Message. Confirm redemption successful and Display Cash that can be picked up at Cash register and/for amount to be mailed in check. Or handle error situation RPOS BCS Issue Card Serve up screen - Phase 1 all cards are issued as game cards and bowler can control to player at lane. This allows RPOS to be out of reach of bowler and much more secure. BC employee swipes his card and enters pin specifies whether cash or CC and Amount If CC swipes bowlers CC and collect info Swipe card to be Issued an collect info Record event in BCS and queue message to XCS Upon return message, notify that card is no active or handle possible error conditions. Redeem Cash Serve up screen BC employee swipes his card and enters pin Swipe Bowlers card - require card for redemption - pin not required because it was entered when request made. Record event in BCS and queue message to XCS Upon return message display all demographic info about bowler and the amount to be redeemed. Bowler should always know amount. If player card, ask for ID and compare demographics Or provide error message and handling Upon BC employee acknowledgement of bowler identity, queue message to XCS so indicating Upon return message from XCS, BC employee issues cash. Card Inquiry Serve up screen BC employee swipes his card and enters pin Swipe bowler card or enter card number Record event in BCS and queue message to XCS After return message display bowler info including card history, bowler demographics and out standing balance. History of wagers, winnings and redemptions for last 80 days. Bowling Center Reports Serve up screen BC employee swipes his card and enters pin Record event BCS and Queue message to BCS Upon return message, display data. Recommend challenges per week, wagers per week, winning per week, cash redemptions per week. Do this for preceding 91 days. BCS XCS communication link Establish Terminate Error trap Identify 4 or 5 parameters to monitor to check BCS, if out of spec send message to XCS. Identify 4 or 5 performance metrics and send to XCS every 5 minutes. Have a XCS process that reports servers that are 10 minutes late reporting performance May want this performance monitor process to check Downloads include new challenges, challenge data, list for availability of downloads immediately after logging of active challenges. POS updates. POS updates, etc. This way all performance data. routine communications to BC will be pull. Nightly Transfer of bowling data for all Xbowlers and maybe all bowlers to XCS XCS BCS Process Sign-In request Message validate bowler/card Check for fraud- signed in twice. etc Collect relevant information about card/bowler and queue return message Process Sign-out Message Mark xbowler signed out Send Ack to BCS Process Wager Message Validate and fraud check Contact Game Management Software and collect relevant info Debit credit account Record active wager. Queue message to XCS with 2 phase commit Process Wager Loss Message Vatidate Transfer Wager amount to house account Close active wager Collect info to send back queue message to BCS Process Wager Win Message validate and update ball info fraud check Contact Game Management software and get relevant info Transfer to winnings account close active wager Gather info to send back Queue message to BCS Process Credit Purchase Request Message Validate and fraud check If CC purchase gather info and Queue CC transaction - 2 phase commit Upon return message fund credits - 2 phase commit. If cash fund credits Gather info Send message to 8CS Process Convert Game to Player Card Message Vatidate and fraud check Validate Demographics - this may be strong validation if used for CC authorization Add demographics Change card record Queue message to BCS Process Account Maintenance Message Validate User Update info validate demographic changes Queue return message to BCS Gaming History Message Validate User Retrieve information and package n Queue Return Message Request Winning Redemption Message Validate user and request amount Process ball information Check for fraud Place hold on redemption amount Record request. Separate entry for cash and check Gather relevant info Queue return message to BCS Process Issue Card Message Validate BC RPOS user and authorizations Validate Card and amount IF CC transaction Queue Message to Bank Activate Card and fund - 2 phase commit if CC transaction Gather relevant info Queue message back to BCS Redeem Cash Message Validate BC RPOS user and authorizations Validate game card into Validate that redemption request has been made. Fraud Check Send Message to BCS indicating request is valid and demographic info for verification Await return message indicating bowler wishes to execute and BC employee has verified Record redemption Send return message with 2 phase commit Card Inquiry Message Validate BC RPOS user and authorizations Validate game card info Collect card and bowler info Queue Message back to BCS Bowling Center Report Message Validate BC RPOS user and authorizations Collect info Queue return message with info BCS CC Communication link Establish Processor Terminate Error Trap XCS Self Rollback cash redemption requests not executed within 8 hours. Monitor BCS performance metrics and report problems and sites not responding Mailed Checks Serve up screen that list winnings checks to mail Mark redemption complete when checks printed. Record time checks printed Reports Active challenge type maintenance screen Mechanism for queuing download of new challenge type executable to BCS Mechanism for queuing OS maintenance work at BCS and POS devices Game Management software

Claims

1. A method for using skill-based strategies with bowling, comprising:

displaying a challenge introduction screen to a player;
receiving a challenge selection from the player;
displaying a player selection screen to the player;
receiving a lane-player identification from the player;
displaying a challenging setup screen to the player;
receiving challenge attribute selections from player;
displaying a challenge activity screen to the player; and
monitoring the performance of the player with respect to a challenge to determine whether the player has won the challenge.

2. A system for using skill-based strategies with bowling, comprising:

computer logic for displaying a challenge introduction screen to a player;
computer logic for receiving a challenge selection from the player;
computer logic for displaying a player selection screen to the player;
computer logic for receiving a lane-player identification from the player;
computer logic for displaying a challenging setup screen to the player;
computer logic for receiving challenge attribute selections from player;
computer logic for displaying a challenge activity screen to the player; and
computer logic for monitoring the performance of the player with respect to a challenge to determine whether the player has won the challenge.

3. A method of tracking game activity at a bowling lane, comprising,

accepting a wager through an interface associated with a bowling lane, wherein the wager is associated with a predetermined score;
monitoring a current score of each ball roll in a game;
updating the current score on a display after each ball roll in the game;
determining a total score associated with the game;
comparing the total score with the predetermined score; and
crediting winnings when the total score is within a particular range of the predetermined score.

4. The method of claim 3, further comprising accepting a selection of the predetermined score through the interface prior to the start of the game.

5. The method of claim 3, further comprising associating the credited winnings with a player account as credits to later be exchanged for prizes or money.

6. The method of claim 3, wherein accepting a wager through an interface associated with a bowling lane includes associating the wager with a player account.

7. The method of claim 6, further comprising the step of debiting the wager amount from the player account after accepting the wager associated with the player account.

8. A method of tracking game activity at a bowling lane comprising,

accepting a wager through an interface located at a bowling lane, wherein the wager is associated with at least one predetermined score associated with at least one predetermined frame;
monitoring an actual score of each ball roll made during the at least one predetermined frame
comparing the actual score of each ball roll made during the at least one predetermined frame with the associated predetermined score;
crediting winnings when the actual score is equal to the at least one predetermined score.

9. The method of claim 8, further comprising associating the credited winnings with a player account as credits to later be exchanged for prizes or money.

10. A system for monitoring game activity at a bowling lane comprising

a plurality of bowling lane point of service devices, wherein each bowling lane point of service device includes a bowling lane user interface configured to accept wagers; and
a processor associated with each bowling lane point of service device, wherein the computer contains programmed logic executing software instructions for associating the wager with a predetermined score, monitoring a current score of each ball roll in a game, updating the current score on a display after each ball roll in the game, determining a total score associated with the game, comparing the total score with the predetermined score, and crediting winnings when the total score is within a particular range of the predetermined score.

11. The system of claim 10, further comprising, at least one database in communication with at least one of the bowling lane point of service devices, wherein the database is configured for storage of a plurality of data associated with a particular bowling lane point of service device.

12. The system of claim 10, further comprising, a bowling center server in communication with the plurality of bowling lane point of service devices.

13. The system of claim 11, further comprising, at least one database in communication with the bowling center server, wherein the database is configured for storage of a plurality of data associated with a particular bowling lane point of service device.

14. The system of claim 10, wherein the plurality of data associated with particular bowling lane point of service device includes wagers and scores associated with a particular bowler associated with the particular bowling lane point of service device.

15. The system of claim 10, further comprising, a card reader disposed at a bowling lane for accepting a card associated with a player account.

16. The system of claim 10, wherein each of the plurality of bowling lane point of service devices is associated with a plurality of bowling lanes.

Patent History
Publication number: 20070191125
Type: Application
Filed: Feb 15, 2006
Publication Date: Aug 16, 2007
Inventors: Timothy Minard (Dacula, GA), Geoff Williams (Auburn, GA)
Application Number: 11/355,317
Classifications
Current U.S. Class: 473/54.000
International Classification: A63D 1/00 (20060101);